#include <DialogueCompiler.h>
Definition at line 14 of file DialogueCompiler.h.
◆ FDialogueCompilerContext()
FDialogueCompilerContext::FDialogueCompilerContext |
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UDlgDialogue * | InDialogue, |
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const UDlgSystemSettings * | InSettings, |
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FCompilerResultsLog & | InMessageLog ) |
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◆ Compile()
void FDialogueCompilerContext::Compile |
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◆ CompileGraph()
void FDialogueCompilerContext::CompileGraph |
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Used for the step 2 and 4 of the compile phase, reassign/compile the whole graph queue.
Definition at line 160 of file DialogueCompiler.cpp.
◆ CompileGraphNode()
Compiles/reassign the children of a GraphNode and reassign it's indices.
Definition at line 108 of file DialogueCompiler.cpp.
◆ FixBrokenOldIndicesAndUpdateGUID()
void FDialogueCompilerContext::FixBrokenOldIndicesAndUpdateGUID |
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Fixes all references to the old indices that this compile most likely broke.
Definition at line 308 of file DialogueCompiler.cpp.
◆ GetPathToNode()
Gets the Path from SourceNode to the TargetNode in the OutPath. Returns false if no path can be found.
Definition at line 180 of file DialogueCompiler.cpp.
◆ GetPathToNodeAsSet()
◆ PostCompileGraphNode()
Applies necessary steps after the main compile routine (CompileGraphNode) has finished on a node.
Definition at line 77 of file DialogueCompiler.cpp.
◆ PreCompileGraphNode()
Applies necessary steps before the main compile routine (CompileGraphNode) has compiled on a node.
Definition at line 68 of file DialogueCompiler.cpp.
◆ PruneIsolatedNodes()
void FDialogueCompilerContext::PruneIsolatedNodes |
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◆ SetEdgesCategorization()
void FDialogueCompilerContext::SetEdgesCategorization |
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◆ SetNextAvailableIndexToNode()
void FDialogueCompilerContext::SetNextAvailableIndexToNode |
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UDialogueGraphNode * | GraphNode | ) |
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Sets NextAvailableIndex on the provided nodes, also keeps track of history in IndicesHistory.
Definition at line 328 of file DialogueCompiler.cpp.
◆ Dialogue
◆ DialogueGraphNodes
◆ GraphNodeRoot
◆ IndicesHistory
TMap<int32, int32> FDialogueCompilerContext::IndicesHistory |
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Used to keep track of how indices change. Key: Old index Value: New index
Definition at line 86 of file DialogueCompiler.h.
◆ MessageLog
FCompilerResultsLog& FDialogueCompilerContext::MessageLog |
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◆ NextAvailableIndex
int32 FDialogueCompilerContext::NextAvailableIndex = INDEX_NONE |
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Useful for keeping track of the next available index in the DialogueNodes.
Definition at line 99 of file DialogueCompiler.h.
◆ NodeDepth
int32 FDialogueCompilerContext::NodeDepth = INDEX_NONE |
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Indicates the current node depth the BFS is at. Root Node as depth 0.
Definition at line 102 of file DialogueCompiler.h.
◆ NodesNumberNextDepth
int32 FDialogueCompilerContext::NodesNumberNextDepth = INDEX_NONE |
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Keeps track of the nodes numbers at depth NodeDepth + 1. Useful because we are only looking at the current depth and Unreal Queue does not have Size() sigh. This could have been done with a bool only, because we know how many items there are at current level and when we take all of them out, we know that the size of the current Queue is the nodes number at the next depth.
Definition at line 119 of file DialogueCompiler.h.
◆ NodesNumberUntilDepthIncrease
int32 FDialogueCompilerContext::NodesNumberUntilDepthIncrease = INDEX_NONE |
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Keeps track of how many nodes we must process (take from the queue) until we reach the next depth. When it reaches 0 it means we have reached the next level.
Definition at line 111 of file DialogueCompiler.h.
◆ NodesPath
Keep track of paths. Use pointers as the indices change at compile time. Key: Node Value: Parent Node
Definition at line 96 of file DialogueCompiler.h.
◆ NodeUnvisitedChildrenNum
int32 FDialogueCompilerContext::NodeUnvisitedChildrenNum = INDEX_NONE |
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Tells us the number of unvisited children the current node has.
Definition at line 105 of file DialogueCompiler.h.
◆ Queue
◆ ResultDialogueNodes
TArray<UDlgNode*> FDialogueCompilerContext::ResultDialogueNodes |
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The result of the compile will be stored here. This represents the new Dialogue.Nodes Array.
Definition at line 73 of file DialogueCompiler.h.
◆ Settings
◆ UDlgDialogue
friend FDialogueCompilerContext::UDlgDialogue |
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◆ VisitedNodes
The documentation for this class was generated from the following files:
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystemEditor/Private/DialogueEditor/DialogueCompiler.h
- SDKDemo/Plugins/UnrealEngineSDK/VisualScripter/Source/DlgSystemEditor/Private/DialogueEditor/DialogueCompiler.cpp